********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the Wizball manual. Converted by Adam Lorentzon . WIZBAL10.TXT, February 1996, etext #16 ********* WIZBALL For many years, Wiz and his fantastic cat lived happily in brightly coloured Wizworld. All was not well however as a malevolent force had discovered this vista and intended to stamp out brilliance once and for all. The evil Zark and his horrible sprites have moved in to eliminate the spectrum and render all landscapes drab and grey. So jump in your transporter and with the help of your faithful servant Catelite restore Wizworld to its former glory. Collect icons for special effects as you manoeuvre to shake off the alien forces. Stunning graphics create the mood for a thrilling and compulsive game with hordes of hidden features and extra controls. CONTROLS Wizball is controlled by joystick with keyboard. JOYSTICK 1 (Port designated by pressing FIRE on Joystick) Controls Wiz and Catelite on one player option and controls Wiz only on two, three and four player options. JOYSTICK 2 Controls Cat on two, three and four player options. JOYSTICK - Moving the joystick right puts right hand spin on Wizball. - Moving the joystick left puts left hand spin on Wizball. - Pressing FIRE activates the weapons you are carrying. - Press FIRE and moving the joystick controls Cat on one player option only. - On two, three and four player options Cat is controlled by a separate joystick. - Wiggling the joystick from left to right selects the feature represented on the glowing Icon at the top of the screen. KEYBOARD RUN/STOP - PAUSE ^ - Increase Firing Volume = - Decrease Firing Volume Pressing Q while paused will quit the game. TITLE SCREEN OPTIONS ONE PLAYER - One Player controlling both Wizball and Catelite TWO PLAYER - One Player V another player, alternate lives. TWO PLAYER TEAM - Wiz and Cat with separate controls playing together. THREE PLAYER - One team V on player alternate lives. FOUR PLAYER - One team V another team alternate lives. GAME PLAY The landscapes in Wizworld are comprised of three colours each. Your objective is to restore these original colours by shooting the RED, GREEN and BLUE colour bubbles and then use Cat to collect the droplets of chemicals as they fall to the ground. Droplets collected will be stored in the cauldrons displayed at the bottom of the screen, until such time as you have enough of each colour to make the target colour displayed in the cauldron to the far right. In the three levels which have aliens on; one has red, one has green and one has blue. It is therefore necessary to move between the three levels using the tunnels to collect all three colours. To complete a level you must colour in all three shades of grey, darkest first. After each type of colour is completed there is a bonus stage. ICONS When certain aliens are killed they will deposit a green pearl which will remain stationery on the screen. If Wizzball passes over this pearl and picks it up the first Icon on the top of the screen will glow, this indicates Wiz has the option to select a feature represented on the Icon. If you want to select another feature collect more pearls until the Icon you want is glowing. ICON 1 THRUST - Gives Wiz more control over the Wizball and allows him to move it left or right. ANTI GRAV - Gives Wiz total control over the Wizball, stops perpetual bouncing. ICON 2 BEAM - Gives Wiz supa-beam weapon. DOUBLE - Gives Wiz and Cat automatic two directional fire power. ICON 3 CATELITE - Gives Wiz a cat fresh from training college. ICON 4 BLAZERS - Gives Wiz and Cat super power blazers (use sparingly). ICON 5 WIZZ SPRAY - Gives Wiz mega spray protection. CAT SPRAY - Does the same for our feline friend (Wiz and Cat cannot have a spray at the same time). ICON 6 SMART BOMB - Kill every sprite in sight. ICON 7 SHIELDS - Gives Wiz and Cat shields for a limited period only. WIZ-LAB After a bonus stage Wiz enters Wiz-Lab and is given Wiz-Perk by his guardian angel. You may select one weapon or control which will be magically endowed up on all subsequent Wizballs from birth or opt for the bonus of 1000 points x Wiz-Level number. STATUS and SCORING ALIENS - 10-500 Points COLLECTING PEARLS - 100 Points COLLECTING DROPLETS - 150 Points COMPLETING COLOUR - 2000 Points COMPLETING LEVEL - 7500 Points BONUS WAVE - Extra Bonus Wave ALIENS KILLED - x 40 Points WIZ POINTS IN HAND - Level No. x 1000 Points A Wizball is awarded every 100,000 points. Extra lives can also be gained on the bonus wave by shooting Wiz's lookalike (if the image makes a noise and extra life is awarded). DISPLAY SCREEN [IMAGE] KEY A - Icons B - Player two's score C - High score D - Couldron showing target colour E - Couldrons in which to collect colour F - Level G - Number of aliens remaining H - Number of Wizies remaining I - Player one's score HINTS and TIPS * Level 4 cannot be entered until Level 1 is completed, likewise Level 5 cannot be entered until Level 2 is completed etc. * There can never be more than 3 landscapes occupied by aliens and when you complete a landscape all aliens disappear, that is except on Level 8. * Near to all the tubes there are arrows which indicate whether the tube will take you to a level below or a level above. CREDITS (C) 1987 Ocean Software Limited. Produced by D.C.Ward. Design by Sensible Software. Coding by Chris Yates. Graphics by John Hare. ********* End of the Project 64 etext of the Wizball manual. *********